Scene
Using the Scene plugin.
This example shows how the Scene plugin can be used to create scene assets and spawn them on the world.
The plugin function is included from the engine/
cubos.plugin(settingsPlugin); cubos.plugin(assetsPlugin); cubos.plugin(scenePlugin);
Let's start by taking a look at a scene file.
{ "imports": {}, "entities": { "root": { "Num": 1 }, "child": { "Num": 2, "OwnedBy@root": {} } } }
Scene files are JSON files with the extension .cubos
. They must have two fields: imports
and entities
. The entities
field is an object where each field identifies and describes the components and relations of an entity. In this scene we have two entities, root
and child
. root
has a single component, Num
, with a value of 1. child
too has a component Num
, but also has a relation OwnedBy
with root
as target, indicated by the character @
. In this sample, Num
is used so we can later identify the entities.
Let's look at a different scene file now, this time with imports
. Imports allows us to instantiate scenes within other scenes.
{ "entities": { "main": { "Num": 0 }, "notmain": { "Num": 120, "OwnedBy@main": {} }, "sub1.root": { "DistanceTo@sub2.root": 5, "OwnedBy@main": {} }, "sub2.root": { "OwnedBy@main": {} } }, "imports": { "sub1": "cd007ba2-ee0d-44fd-bf36-85c829dbe66f", "sub2": "cd007ba2-ee0d-44fd-bf36-85c829dbe66f" } }
This file imports the asset with id cd007ba2-ee0d-44fd-bf36-85c829dbe66f
, which is the scene we looked at in the previous file, under the name sub1
. It then imports the very same scene again, but this time with the name sub2
instead. This effectively instantiates the entities of the previous scene twice in this new scene, each with their names prefixed with either sub1.
or sub2.
Also take a look at the DistanceTo
relation: it is a symmetric relation, so it doesn't make a different whether wwe put it in sub.root
or sub2.root
. Since DistanceTo
is a relation which holds data, instead of only specifying the target, as we do with OwnedBy
, we write a JSON object with a key, "value"
.
Under entities
, we can override the entities in the sub-scenes to edit components or add new ones. For example, by referencing sub1.root
we are making local changes to the root
entity of that instance of the subscene. The result of the changes we make to both sub1.root
and sub2.root
is that the owner of these entities will be set to be the main
entity.
Now that we have our scene file, let's get our application to load it. The first thing we're going to need is a reference to the scene asset. For the purposes of this sample we can simply use an hardcoded reference to the asset.
static const Asset<Scene> SceneAsset = AnyAsset("f0d86ba8-5f34-440f-a180-d9d12c8e8b91");
Then we'll need a system that spawns that scene. To do this we simply get the Scene object from the asset, and then spawn its entities. Commands::
cubos.startupSystem("spawn the scene") .tagged(spawnTag) .tagged(assetsTag) .call([](Commands commands, const Assets& assets) { auto sceneRead = assets.read(SceneAsset); commands.spawn(sceneRead->blueprint); });
In this case, we'll run this system at startup, since we want to spawn it a single time. Since it's a startup system, we'll have to tag it with cubos.assets
to make sure it runs only after the scene bridge has been registered. On a real game, you could have, for example, a scene for an enemy which you spawn multiple times, instead of just once at startup.
cubos.startupSystem("print the scene") .after(spawnTag) .call([](Query<Entity, const Num&> numQuery, Query<const OwnedBy&, Entity> ownedByQuery, Query<const DistanceTo&, Entity> distanceToQuery) { using cubos::core::data::DebugSerializer; using cubos::core::memory::Stream; DebugSerializer ser{Stream::stdOut}; for (auto [entity, num] : numQuery) { Stream::stdOut.print("Entity "); ser.write(entity); Stream::stdOut.printf(":\n- Num = {}\n", num.value); for (auto [distanceTo, what] : distanceToQuery.pin(0, entity)) { Stream::stdOut.print("- DistanceTo("); ser.write(what); Stream::stdOut.printf(") = {}\n", distanceTo.value); } for (auto [ownedBy, owner] : ownedByQuery.pin(0, entity)) { Stream::stdOut.print("- OwnedBy("); ser.write(owner); Stream::stdOut.print(")\n"); } } });
This sample also contains a system which prints the components and relations of the spawned entities. If you run it, it should give you a list that has:
- an entity with
Num
set to 0, with no owner. This is themain
entity. - two entities with
Num
set to 1, both owned bymain
. These are theroot
entities of each instance of the subscene. - two entities with
Num
set to 2, one owned by one of theroot
entities, another owned by the otherroot
entity. These are thechild
entities of each instance of the subscene. Notice that both are related with aDistanceTo
relation set to5
.